#version 430 core
//#version 330

//in vec4 diffuseColor;
//in vec3 vertexNormal;
//in vec3 cameraSpacePosition;

out vec4 outputColor;

//uniform vec3 modelSpaceLightPos;

//uniform vec4 lightIntensity;
//uniform vec4 ambientIntensity;

//uniform vec3 cameraSpaceLightPos;

//uniform float lightAttenuation;

//const vec4 specularColor = vec4(0.25, 0.25, 0.25, 1.0);
//uniform float shininessFactor;

/*
float CalcAttenuation(in vec3 cameraSpacePosition, out vec3 lightDirection)
{
	vec3 lightDifference =  cameraSpaceLightPos - cameraSpacePosition;
	float lightDistanceSqr = dot(lightDifference, lightDifference);
	lightDirection = lightDifference * inversesqrt(lightDistanceSqr);
	
	return (1 / ( 1.0 + lightAttenuation * sqrt(lightDistanceSqr)));
}
*/

void main()
{
	//vec3 lightDir = vec3(0.0);
	//float atten = CalcAttenuation(cameraSpacePosition, lightDir);
	//vec4 attenIntensity = atten * lightIntensity;
	
	//vec3 surfaceNormal = normalize(vertexNormal);
	//float cosAngIncidence = dot(surfaceNormal, lightDir);
	//cosAngIncidence = clamp(cosAngIncidence, 0, 1);
	
	//vec3 viewDirection = normalize(-cameraSpacePosition);
	//vec3 reflectDir = reflect(-lightDir, surfaceNormal);
	//float phongTerm = dot(viewDirection, reflectDir);
	//phongTerm = clamp(phongTerm, 0, 1);
	//phongTerm = cosAngIncidence != 0.0 ? phongTerm : 0.0;
	//phongTerm = pow(phongTerm, shininessFactor);
	
    //vec4 diffuseColor = vec4(1.0);
	//outputColor = (diffuseColor * attenIntensity * cosAngIncidence) +
	//	(specularColor * attenIntensity * phongTerm) +
	//	(diffuseColor * ambientIntensity);
	outputColor = vec4(1.0f, 1.0f, 1.0f, 1.0f);
}
